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Gameplay Information


joeycracknl

Gametypes
Tactical Ops is a team-oriented game. There are 2 teams in Tactical Ops: the Terrorists and the Special Forces. Both teams have their own objectives and their own weapons, along with their own skins, player models, and radio voices.

There are 5 game modes in Tactical Ops. Probably the most fascinating feature is that no map is restricted only a single game mode. A mapper can combine a few game types into one map. Each game mode has its own victory conditions, but you can also win by totally annihilating the opposing team. Some maps can contain no objectives, and focus entirely on killing.

Bombing and Defusal
This typically involves the Terrorist team trying to plant the bomb at a designated bombsite. One terrorist will be chosen at random and will have the bomb placed in his inventory. A small bomb icon is located on the HUD to indicate that you have the bomb. If you do not wish to carry the bomb, you can drop it for another teammate to pick up.

To plant a bomb, simply select the bomb in your inventory (Press the "9" key by default) while standing on a bombsite. Hold down the fire key until you get a confirmation message that the bomb has been planted.

Even if the bomb has been planted, the Terrorist's job still isn't complete. The bomb has a 55-second timer before it explodes. You'll have to defend the bombsite until the bomb goes off. It's usually a good idea to wait until there is 10 to 15 seconds left.

As a Special Forces member, it is your duty to protect the bombsites from the Terrorist team. If they manage to make it to a bombsite and plant the bomb, you'll have to defuse it. To defuse the bomb, stand on top of it and hold the use key until the progress bar reaches 100%. Defusing the bomb usually requires 8 to 9 seconds, and will not be able to move or fire your weapons during that time.

Hostage Rescue
Terrorists will have to protect the hostages and keep them from being rescued by the Special Forces team. As a terrorist, you can get them to follow you and lead them away or hide them somewhere so it's not so easy for the Special Forces to find them. Be careful, if you lead a hostage to a rescue point it will count it as a hostage rescue for the SF team. An alternative to camping the hostages is to wait around the rescue points and ambushing the Special Forces there.

As a Special Forces member, you must rescue the hostages. The number of hostages that must be rescued can vary depending on the map. Sometimes you only have to rescue the majority, but usually you must rescue all of them for it to be considered a victory. To rescue a hostage, you will have to lead them to the hostage rescue point. Usually, a rescue point is located close to the SF spawn point. Be careful, as there may be terrorists waiting there to gun you down.

Assault
Assault is the game type with the most variety. It will usually involve console timers that either (or both) teams must complete in to ensure victory. Sometimes there can be multiple console timers to complete. Obviously, the first one who completes them wins.

Capture The O.I.C.W.
The O.I.C.W. (Or the Objective Individual Combat Weapon. See Weapons Guide for more information) is a top-secret prototype weapon. On most O.I.C.W. maps, it's the Terrorist's objective to steal the O.I.C.W. and slaughter the entire SF team with it. As a Special Forces member, you must protect it from theft. Usually, the OICW may only be picked up by a Terrorist unless specified otherwise on a map. After it has been dropped by a Terrorist player, anyone can pick it up, and it will fill your normal rifle slot ("4" key by default).

Escape
This is one of the less common game types of Tactical Ops. It usually entails the Terrorist team fleeing for their lives while the Special Forces get to hunt them down. To escape, you'll have to make it to the escape point alive. Once you reach the escape point, you'll go into spectator mode and you'll respawn in the next round will all the weapons and money you had before

Weapons
Not all weapons are capable of an instant-kill headshot, and they don't have any of the weight penalties that Counter Strike weapons have. Unlike in CS, you are not given a count of the total amount of ammunition you have. Instead, it shows the amount of ammo magazines that you are carrying. Each magazine carries the same amount of ammunition. If you reload, your current magazine and all ammunition in it are dumped. You also cannot pull off the drop-switch trick to get more ammo for a gun. However, you can pick up another of the same gun to add ammo to your current count.

Damage System
Instant-kill headshots are almost non-existent, with a few exceptions. There is still an advantage at aiming for the head. Getting headshots in will do significantly more damage than chestshots. Also, Kevlar is a lot more useful. Without Kevlar a player can take significantly less damage. A few pistol or SMG rounds or getting grazed from a rifle round can kill you. Grenades also do a lot more damage as well, and are more effective at flushing out entrenched enemies.

Hostages
Talking to hostages does not grant you money and money awards do not change, no matter what gametype. If you are a Terrorist, a hostage can pick up a gun and kill you. If you are on either team and you attack a hostage, they will attack and kill you if they have a weapon.

Buy System
The most noticeable change from Tactical Ops to Unreal Tournament is that there are no weapons lying around on the maps. Instead, weapons must be purchased.

At the beginning of a round, everyone will start off at his or her team's spawn point. At the beginning of the match, you will also spawn with a free starting pistol and $1000 in your pocket. For a short a period of time (This time varies. It will depend on server settings) you will be allowed to purchase weapons free of danger.

To purchase a weapon, you must press the action button to view the buy menu (The "B" button by default). You can come back at any time during the round and purchase more weapons and ammunition if you wish 
to do so.

The following is a short chart detailing how the TO economy runs.
Action - Amount ($)
Kill an enemy: $300
Kill a teammate: -$1200
Kill a hostage: -$2000
Win the round: $1500
Lose the round: $1000*
Rescue a Hostage: $1000
Keeping Evidence: $300


Weapon & Equipment

Pistols:
9F2 Glorietta / Beretta 92F (Special Forces)
Cost: $300
Effective Range: 33 meters
Rounds per minute: 300
Magazine size: 15
Maximum magazines: 4

GL 23 / Glock 21 (Terrorists)
Cost: $300
Effective Range: 33 meters
Rounds per minute: 260
Magazine size: 13
Maximum magazines: 5

Black Hawk / Desert Eagle (Both)
Cost: $500
Effective Range: 56 meters
Rounds per minute: 200
Magazine size: 7
Maximum magazines: 7

Raging Bull (Special Forces)
Cost: $700
Effective Range: 45 meters
Rounds per minute: 170
Magazine size: 6
Maximum magazines: 7


SMG's:
AP II / SMG II (Special Forces)
Cost: $900
Effective Range: 33 meters
Rounds per minute: 900
Magazine size: 30
Maximum magazines: 6

UZI / Ingram MAC 10 (Terrorists)
Cost: $950
Effective Range: 33 meters
Rounds per minute: 950
Magazine size: 32
Maximum magazines: 6

MP5 SD (Special Forces)
Cost: $1500
Effective Range: 67 meters
Rounds per minute: 825
Magazine size: 30
Maximum magazines: 5

MP5 Navy / MP5A2 (Terrorists)
Cost: $1500
Effective Range: 67 meters
Rounds per minute: 790
Magazine size: 30
Maximum magazines: 5


Shotguns:
BW SPS 12 / SPAS 12 (Special Forces)
Cost: $1500
Effective Range: 30 meters
Rounds per minute: 76
Magazine size: 8
Maximum ammo: 40

Berg 509 / Mossberg Shotgun (Terrorists)
Cost: $1200
Effective Range: 30 meters
Rounds per minute: 110
Magazine size: 8
Maximum ammo: 40

AS12 / Saiga 12 (Terrorists)
Cost: $2500
Effective Range: 33 meters
Rounds per minute: 150
Magazine size: 7
Maximum magazines: 4


Rifles:
M4A1 (Special Forces)
Cost: $3300
Effective Range: 140 meters
Rounds per minute: 675
Magazine size: 30
Maximum magazines: 5

AK47 (Terrorists)
Cost: $3200
Effective Range: 112 meters
Rounds per minute: 650
Magazine size: 30
Maximum magazines: 5

M16 / M16A2 (Special Forces)
Cost: $3850
Effective Range: 337 meters
Rounds per minute: 280
Magazine size: 20
Maximum magazines: 4

SR90 / MSG 90 (Both)
Cost: $4300
Effective Range: 1012 meters
Rounds per minute: 90
Magazine size: 5
Maximum magazines: 4

RK3 Rifle / HK33 (Special Forces)
Cost: $4400
Effective Range: 253 meters
Rounds per minute: 600
Magazine size: 30
Maximum magazines: 4

SW Commando / Sig 551 (Terrorists)
Cost: $4600
Effective Range: 281 meters
Rounds per minute: 550
Magazine size: 30
Maximum magazines: 4

Parker Hale 85 (Special Forces)
Cost: $4400
Effective Range: 1350 meters
Rounds per minute: 35
Magazine size: 10
Maximum magazines: 4

M4A1m203 (Special Forces)
Cost: $10000
Effective Range: 140 meters
Rounds per minute: 675
Magazine size: 30
Maximum magazines: 5

M60 (Terrorists)
Cost: $9600
Effective Range: 168 meters
Rounds per minute: 550
Magazine size: 100
Maximum magazines: 2


Grenades:
Concussion Grenade
Cost: $300
Effective Range: 50 meters
Blast Radius: 2 meters

Flashbang Grenade
Cost: $400
Effective Range: 50 meters
Blast Radius: Line of sight

Smoke Grenade
Cost: $450
Effective Range: 50 meters
Blast Radius: 2 meters

HE Grenade
Cost: $500
Effective Range: 50 meters
Blast Radius: 3 meters


Armor:
Kevlar Helmet
Cost: $250
Helps resisting damage taken on the head.

Kevlar Vest
Cost: $350
Helps resisting damage taken arround the chest area.

Kevlar Thigh Pads
Cost: $300
Helps resisting damage taken on the upper legs.


Equipment:
Knives
Cost: #7
Max ammo: 7

Nightvision
Cost: $400
Assists in spotting enemies in dark area's of the map.

Flashlight
Default equipment for every player.
Assists in spotting enemies in dark area's of the map.


 

(Allot of this info comes from a walktrough / readme, still have to track it down and add it as source)



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